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RuneQuest - Fantasy Roleplaying Adventure, 95 pgs, Perrin, GS, Willis, Petersen, James, Hendersen, 1987. The weakest of the two rules books,
the "basic" rules, if used alone, prove almost worthless. They give you a taste of everything, but no usable details to make it all worth while.
You get most of the Players and Creatures books from the Deluxe edition, including the Gloranthan monsters, but only about a third of the magic book. The color art helps, but often doesn't fit. Many useful tables are also absent. You really need Advanced RuneQuest as well to make this work.
Advanced RuneQuest, 159 pgs, Perrin, GS, Willis, Petersen, James, Hendersen, 1987. You get the rest of the Deluxe boxed set in this book, in particular the GM's book and the rest of the magic
system.
The only thing missing is the Gloranthan book (5), which didn't end up in either of the two rule books. A shame, since it doomed sales once word was out that the GW books weren't going to be Gloranthan.
Monsters, 112 pgs, Perrin, GS, Willis, Petersen, James, Hendersen, 1987. This "Monster Manual" for RQ continues to be a popular reference book for those lucky enough to have a copy. It goes
beyond what is found in the Deluxe set by throwing in all the monsters from Monster Coliseum as well. Many of the major monsters also have a fully detailed background containing everything needed for
play. The Human section of the book is veastly expanded to include all manner of NPC's, especially the ones from Monster Coliseum, but it doesn't end there. There is also an interesting groups of human NPC's
that can be thrown in as interesting encounters, including a trade caravan and Earth temple residents. All of the Gloranthan monsters are here in full detail too, including all of the dragonewt background
information found in the Glorantha book. Broos, centaurs, ducks, dwarves, elves, halflings (not a good idea), ogres, orcs, and trolls all have information on how to create an adventurer out of that race.
Overall the book has a D&D feel which is unmistakable and a little regretable, but forgivable.
Land of Ninja, 144 pgs, Bob Charette and Sandy Petersen, 1987. This hardcover is hardly
distinguishable from the Avalon Hill boxed version if you don't count the art.
Avalon's Hill's only real input into the project was their insistence that it have Ninja in the title. Ironic, when you consider that they didn't bother to notice that Ninja are hardly mentioned on the inside. Production quality slipped a little on this one. Some of the internal pages almost look photocopied.
Griffin Island, 144 pgs, Rudy Kraft, Paul Jaquays, GS, Petersen, 1987. The last book in the series, much akin to what was done for Land of Ninja. They redrew the maps and added supplemental
NPC information for personalities such as Bluebird, Cracktwig, Eagle Eye G'jorni, Errap Barbacon, and Joh Mith. They also beefed up the encounters with a party of Broos, some Citadel warriors, and a group of
Dwarves. I'm not a fan of having cut-apart play aids bound into the book, especially when the binding is as tenuous as it is.
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